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Introduction | |
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Definitions, Definitions | |
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Some Milestone Games | |
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Old-Style Games | |
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Board Wargames | |
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Other Non-Computer Games | |
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Videogames | |
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Computer Games | |
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Play | |
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History of Play | |
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Play Is Metaphorical | |
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Play Must Be Safe | |
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Play Need Not Be Exotic | |
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The Fun Factor | |
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Challenge | |
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Challenge Necessitates Rules | |
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The Point Is the Challenge, Not the Goal | |
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Dimensions of Challenge | |
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Challenge and Identity | |
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Conflict | |
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Mars, Venus, and Conflict | |
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Dimensions of Conflict | |
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Directness of Conflict | |
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Intensity of Conflict | |
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Intensity and the Evolution of Taste | |
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Interactivity History | |
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Other Attributes of the Computer | |
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So What Is Interactivity? | |
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Is More Interactivity Better? | |
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How Do We Measure Interactivity? | |
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Low-Interactivity Entertainment Designs | |
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Process Intensity Versus Data Intensity | |
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Creativity: The Missing Ingredient | |
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How Serious Is the Problem? | |
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Where Does Creativity Come From? | |
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How to "Get Creative" | |
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A Tyrannosaurus Rex for Ideas | |
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The Politics of Innovation | |
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Common Mistakes | |
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Obsession with Cosmetics | |
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Incremental Accretive Design | |
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The Education of a Game Designer | |
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Get a Degree | |
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Education Versus Schooling | |
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Games I'd Like to Build | |
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Galilean Relativity | |
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Napoleonic Cavalry | |
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Napoleon in Space | |
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Attack of the Cellular Automata | |
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Volkerwanderung | |
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Third-World Dictator | |
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Lies | |
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Spies | |
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The Wheels of Commerce | |
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Corporate Politics | |
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Evolution | |
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The Self-Modifying Game | |
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Mooser-Gooser | |
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So What Does All This Mean? | |
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Storytelling | |
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Adventure Games | |
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Backstory | |
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Cut Scenes | |
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Integrated Cut Scenes | |
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Here Come the Academics! Role-Playing Games | |
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The Real Problem | |
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Tackling the Problem | |
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Random Sour Observations | |
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Massively Multiplayer Monsters | |
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Licensed Games | |
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New Input Devices | |
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The Sims | |
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Short-Term Thinkers | |
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Everybody's a Game Designer | |
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Hollywood Envy | |
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Young Males | |
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Sleaze | |
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Tanktics | |
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Map | |
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Calculating Line of Sight | |
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Planning Moves | |
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Initial Programming | |
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Enter the KIM-1 | |
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Input and Output | |
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Linguistic Input | |
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Sound Effects | |
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Showing It Off | |
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Porting | |
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Production, Marketing, and Sales | |
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Avalon-Hill | |
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Fade Away | |
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Results | |
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Legionnaire | |
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A Record-Setting Blunder | |
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Disruption | |
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Terrain | |
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Sales | |
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First Draft Design | |
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Conclusions | |
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Wizard | |
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VCS Technology | |
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Designing the Game | |
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Asymmetric Combat | |
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Lines of Sight (LOS) | |
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Disposition and Conclusion | |
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Energy Czar | |
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17 | |
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Scram | |
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Input Structures | |
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Oh Yes, It Was Supposed to Be a Game, Wasn't It? Coda | |
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Eastern Front (1941) | |
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The Scrolling Map | |
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The Combat System | |
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AI | |
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Tuning | |
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Conclusion | |
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Gossip | |
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AI | |
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Implementation Woes | |
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Conclusions | |
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Excalibur | |
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Camelot | |
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The Interpersonal Subgame | |
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Diplomacy | |
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The Strategic Map | |
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The Battle Subgame | |
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Overall Course of Play | |
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The Manual | |
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Conclusions | |
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Balance of Power | |
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The UnWar Game | |
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Early Efforts | |
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The Rubber Map | |
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Thank You, National Enquirer | |
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Research | |
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Building the Map | |
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Memory Headaches | |
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Making It a Game | |
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Publisher Woes | |
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I Get by with a Little Help from the Press | |
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The Wheel of Fortune | |
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Patton Versus Rommel | |
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To Hell with Grids | |
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Geometric AI | |
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Siboot | |
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A Lesson for Designers | |
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First Draft Proposal | |
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The First Proposal | |
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Design Essays | |
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Economies | |
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Intransitive Combat Relationships | |
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The Inverse Parser | |
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The Display | |
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Interstitial Stories | |
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The Novella | |
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Conclusions | |
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Guns & Butter | |
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Designing the World | |
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Building Provinces | |
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Adding Mountains, Deserts, and Forests | |
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Naming Names | |
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First-Person Firing Squad | |
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The Economic System | |
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Combat | |
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Faces | |
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The Ideas behind the Game | |
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Results | |
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Balance of the Planet | |
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Values | |
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Implementing a Value System | |
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The Politics of the Game | |
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High | |